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author Angelo Salese <angelosa@users.noreply.github.com>2018-09-29 10:42:07 +0200
committer GitHub <noreply@github.com>2018-09-29 10:42:07 +0200
commitab28690b71e0da9ae48d099d01f389b70f729b12 (patch)
treec243b294ce7bc38b6d06f37173df244ecccc7824
parent17f7f41ff0b3e70528e5bc8cf88c5212efbf6db3 (diff)
Update TODO note (nw)
-rw-r--r--src/mame/video/k007121.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mame/video/k007121.cpp b/src/mame/video/k007121.cpp
index 5b6df6d3348..7714f54d60f 100644
--- a/src/mame/video/k007121.cpp
+++ b/src/mame/video/k007121.cpp
@@ -46,7 +46,7 @@ control registers
000: scroll x (low 8 bits)
001: -------x scroll x (high bit)
------x- enable rowscroll? (combatsc)
- -----x-- unknown (flak attack)
+ -----x-- unknown (flak attack)
----x--- this probably selects an alternate screen layout used in combat
school where tilemap #2 is overlayed on front and doesn't scroll.
The 32 lines of the front layer can be individually turned on or
@@ -217,7 +217,7 @@ void k007121_device::sprites_draw( bitmap_ind16 &bitmap, const rectangle &clipre
int i, num, inc;
- /* TODO: sprite limit is supposed to be per-line! (check MT #00185) */
+ // TODO: sprite limit is supposed to be per-line! (check MT #00185)
num = 0x40;
//num = (k007121->ctrlram[0x03] & 0x40) ? 0x80 : 0x40; /* WRONG!!! (needed by combatsc) */
@@ -254,7 +254,7 @@ void k007121_device::sprites_draw( bitmap_ind16 &bitmap, const rectangle &clipre
/* Flak Attack doesn't use a lookup PROM, it maps the color code directly */
/* to a palette entry */
- // TODO: is
+ // TODO: check if it's true or callback-ize this one and remove the per-game hack.
if (is_flakatck)
transparent_mask = 1 << 0;
else